District Null
Everything you need to know about your city
Buildings, districts, power, resources, safety and research. Clearly explained, with every value taken straight from the game and tips for every stage of your colony.
Topics
Getting StartedEverything for your start in District Null: what to expect, first steps, game modes, speed and controls.StoryThe world of District Null: planet AZ884, the Colonial Authority, the General, Bit and Dschi.TutorialBit takes you in 29 steps from empty land to your first major project. All steps, rewards and how to play without the tutorial.BuildingsEvery building from the build menu with costs, build time, power, range and what it does for your city.BuildingFrom plan to running operation: planning, construction site, material, inauguration, upgrades, relocation, demolition and boulders.CityDistricts, growth, district value, commuting, jobs, backlots, discontent and smog: how your city lives.TrafficRoads, junctions, bridges, highway, cloverleaf, roundabouts, buses, taxi stands and traffic jams.PowerWho gets power first, which power plants exist and how energy relays supply distant districts.SafetyCrime, fires and disease and how police, fire department and hospital protect your city.DefenseWeapons factory, defense units, fleet, attacks and creatures. Attacks never steal anything, they only affect happiness.EconomyMoney, taxes, statements, development loan, District Bank, special finds and the daily bonus.CoalitionsTeam up with other District Lords. Together you give each other boosts, fill a storage and unlock bonuses for everyone.ResourcesEvery resource, every metal and every special find on its own page: source, production and use.StorageWarehouses with three slots, own storage of plants and the flow of goods between mines, blast furnaces and construction sites.DistrictsUnlocking new districts, their prices and their names on the chessboard of the north.Upper LevelAccess towers, platforms and skyscrapers: how to build above the clouds.ResearchThe research network with every node on its own page, the overdrive protocols and plasma synthesis.ShopUrplasma, Premium, boosters, resource packs, starter packs, VIP levels, the Bits Shop and bonus codes.CommunityPlayer name, friends, visits, boosts, chat and rankings.
Buildings in motion
Fusion Power PlantThe most important power source of your colony. The first plant is a gift, and with upgrades it delivers up to 105 MW.Pig Iron MineWhere all production starts. The mine at the cliff face delivers pig iron and, once upgraded, chrome ore and cobalt ore.Blast FurnaceTurns pig iron into metal and, with every level, into better alloys up to plasma steel. It needs lots of power and causes lots of smog.PoliceThe police keep crime low within their range. That mainly protects commerce and dense districts.Fire StationThe fire station lowers the fire risk within its range. It only protects industry once it has hazmat trucks.HospitalThe hospital lowers illness within its range. Residential districts without good care lose value.StadiumThe largest entertainment building in the city. On match days up to 64,000 spectators come, and even more with your own club.Red FusionReward from VIP level 4. Its red core delivers five times the power of a Fusion Power Plant.
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Help right inside the game
Click a building in the game and you will find a ? at the top of the building panel. One click opens the matching article without leaving the game. In the build menu, the To the wiki article button in the info window of every tile leads here.
